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Worlds of Design

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Game designers: You don’t need bucketsful of dice in your RPG rules!
What is that game supposed to actually DO for the players?
These tactics might save your character’s life
If you’ve played tabletop RPGs long enough, you’ve probably been in an adventure where your party got lost. Yet it’s much less likely to happen nowadays.
We previously covered why training systems were abandoned in D&D. Here's what replaced it.
In AD&D, there was a training requirement to advancement that didn’t reflect how people actually learn. In this column I’ll talk about how the real world works in this context.
There are several Golden Rules, really. These are my three for role-playing games.
Years ago I devised a framework that can be applied to “all” games, to help aspiring designers of board and card games. Let’s see how it applies to RPGs.
For those who prefer "realistic" numbers in RPGs: Inflated numbers of combatants for battles litter history books, derived from wildly inaccurate contemporary histories. We can do much better in figuring out actual numbers.
As a big fan of the old Spelljammer, I really wanted to like the new 5e version. But it doesn’t fix some of the problems of the old version.
Adaptations of any fiction from one medium to another tend to suffer from unnecessary changes, including tabletop role-playing games. Unfortunately, what’s necessary and unnecessary is often a matter of opinion.
Like sports fans, RPGers want consistency of GMs rulings. This is both in the “meta” mode, what characters do aside from adventures, and adventures mode.
A few years ago for an online course about strategic wargame design I devised a list of about a dozen dichotomies between warfare and games. The paradox of wargames is that warfare and games are polar opposites! After writing some 150 “Worlds of Design” columns I decided to do the same for RPGs, relying in part on some of my columns.
If you’re building a full-scale world for your campaign, that will likely involve armies. Let’s discuss what happens in the real world so that you can avoid straining the disbelief of your players.
Most RPG settings have some form of godhood. Yet there are some age-old questions that come into play as you create religions.
What is “Imposter Syndrome?” It’s a common problem for “creatives.” In RPGs it primarily applies to game designers, but some homebrew GMs will also recognize it.

This Week in TTRPG


Reviews

Play a vampire and kill nazis in WW2!
You won't survive this tragedy of doomed heroes!
A new spin on a retro form of text adventure games.
A one-shot adventure which evokes the generational horror of Stephen King.

Dungeons & Dragons

Possibly the most ecologically-friendly Intriguing Organization yet.
Beholder may be the next killer in the multiplayer horror video game
Developer tool released under Open RPG Creator (ORC) License.
A WizKids miniature reveals the iconic character's face for the first time.
SRD 5.2 will be released under Creative Commons next year.
Garr is obsessed with proving that he’s better at it than you are—no matter what it is.

Industry News

Developer tool released under Open RPG Creator (ORC) License.
SRD 5.2 will be released under Creative Commons next year.
One of only two TTRPG creators with four separate million dollar Kickstarters!
Passes the million dollar mark with just a day to go.
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